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Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...

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6<br />

<strong>The</strong>t<br />

Small Magical Beast<br />

Hit Dice: 3d10 (16 hp)<br />

Initiative: +2<br />

Speed: 20 ft. (4 squares)<br />

Armor Class: 14 (+1 size, +2 Dex, +1<br />

natural), touch 13, flat-footed 12<br />

Base Attack/Grapple: +3/+0<br />

Attack: Bite +6 melee (1d4+1 plus poison)<br />

Full Attack: Bite +6 melee (1d4+1 plus<br />

poison)<br />

Space/Reach: 5 ft./5 ft.<br />

Special Attacks: Poison<br />

Special Qualities: Brachiation, darkvision<br />

60 ft., detect gold, low-light vision, scent,<br />

tremorsense 60 ft.<br />

<strong>The</strong>ts are oddly shaped beasts rumored to<br />

be <strong>the</strong> survivors <strong>of</strong> an arcane experiment gone<br />

awry. Shaped roughly like a tripod, <strong>the</strong>ts have<br />

strong powerful arms that <strong>the</strong>y use for movement<br />

and diminished vestigial legs that are little more<br />

that stumps. <strong>The</strong>ts have an affinity toward gold,<br />

ambushing adventurers and consuming <strong>the</strong> bullion<br />

whenever it has a chance.<br />

Combat<br />

<strong>The</strong> <strong>the</strong>t have only one attack, but it is very<br />

effective. Due to specific breeding, <strong>the</strong> <strong>the</strong>t were<br />

gifted with a particularly nasty neurotoxin venom.<br />

Typically, a <strong>the</strong>t lies in wait, burrowing slightly<br />

under <strong>the</strong> wet soil <strong>of</strong> <strong>the</strong> jungle or marsh. Whe<strong>the</strong>r<br />

“dug in” or not, its flat body provides natural<br />

camouflage against wandering humanoids or o<strong>the</strong>r<br />

creatures. It <strong>the</strong>n springs on an unsuspecting foe,<br />

biting it and fatally poisoning it. Being relatively<br />

easy to kill, <strong>the</strong> <strong>the</strong>t usually dies in combat. O<strong>the</strong>r<br />

<strong>the</strong>t, however, watch and follow <strong>the</strong> wounded prey<br />

from a distance. When it finally dies, <strong>the</strong>y spring<br />

on it, consuming it whole, hoping for small items<br />

made <strong>of</strong> gold, or pouches with gold coin inside.<br />

118<br />

Save: Fort +3, Ref +5, Will –2<br />

Abilities: Str 12, Dex 15, Con 10, Int 4, Wis<br />

4, Cha 4<br />

Skills: Balance +3, Hide +6, Jump +2,<br />

Move Silently +3, Tumble +3<br />

Feats: Iron Will, Weapon Finesse<br />

Environment: Temperate and warm forest<br />

and marsh<br />

Organization: Solitary or pack (3-9)<br />

Challenge Rating: 6<br />

Treasure: None<br />

Alignment: Always neutral<br />

Advancement: 4-6 HD (Small), 7-9 HD<br />

(Medium)<br />

Level Adjustment: —<br />

If <strong>the</strong> terrain is good, it is possible for a<br />

<strong>the</strong>t to leap into a tree and use its powerful arms<br />

to swing through <strong>the</strong> tree branches to get away.<br />

It moves more quickly in this manner than by<br />

walking, and may outdistance its enemies.<br />

Brachiation (Ex): A <strong>the</strong>t is at home in <strong>the</strong><br />

trees and gets along as well <strong>the</strong>re as most humans<br />

do on <strong>the</strong> ground. A <strong>the</strong>t has a +10 racial bonus<br />

on Climb checks while in a forest or marsh, and<br />

is able to swing from branches and vines 10 feet<br />

faster than its normal land speed.<br />

Detect Gold (Sp): A <strong>the</strong>t can use this ability<br />

three times per day. This is a divination effect<br />

similar to a detect magic spell, except that it only<br />

finds gold. <strong>The</strong> <strong>the</strong>t can scan a 60-degree arc each<br />

round: By concentrating for 1 round it knows<br />

if <strong>the</strong>re is any gold within <strong>the</strong> arc; 2 rounds <strong>of</strong><br />

concentration reveal <strong>the</strong> exact amount <strong>of</strong> gold; and<br />

3 rounds reveal its exact location, type, and value.<br />

This ability is <strong>the</strong> equivalent <strong>of</strong> a 2nd-level spell.<br />

Poison (Ex): Injury, Fortitude DC 22, initial<br />

damage 1d6 Str, secondary damage 3d6 Con. <strong>The</strong><br />

save DC is Constitution-based and includes a +12<br />

racial bonus.

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